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00:15:18 <peter1138> badgeception: a badge that chsnges appearance based on other badges assigned to the item. 02:24:09 *** Wormnest has joined #openttd 02:28:19 *** florafex has joined #openttd 02:28:19 <florafex> frosch123: i still see that occasionally to this day :p 03:01:59 *** Wormnest has quit IRC 03:36:16 *** D-HUND has joined #openttd 03:39:49 *** debdog has quit IRC 04:43:14 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/02a1f59a6c144aeb2ab95b39615244a64f1b6096 04:43:15 <DorpsGek> - Update: Translations from eints (by translators) 05:11:33 *** keikoz has joined #openttd 05:40:20 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP left a comment on commit: Update: Translations from eints https://github.com/OpenTTD/OpenTTD/commit/02a1f59a6c144aeb2ab95b39615244a64f1b6096#r152960897 06:04:23 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13658: Codefix b2c5712: [Script] Squirrel::GetRealInstance doesn't work with negative index https://github.com/OpenTTD/OpenTTD/pull/13658#pullrequestreview-2639505675 06:08:05 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13659: Change: Show underlying type of clear snow tile. https://github.com/OpenTTD/OpenTTD/pull/13659#pullrequestreview-2639523618 07:27:35 *** keikoz has quit IRC 07:29:24 <andythenorth> ooof coffeee 07:37:02 *** tokai|noir has quit IRC 07:39:07 *** tokai has joined #openttd 07:39:07 *** ChanServ sets mode: +v tokai 08:05:46 *** SigHunter has quit IRC 08:08:32 *** SigHunter has joined #openttd 08:22:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13659: Change: Show underlying type of clear snow tile. https://github.com/OpenTTD/OpenTTD/pull/13659 08:23:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13627: Add: Snow-covered rocks are now visible. https://github.com/OpenTTD/OpenTTD/pull/13627 08:34:51 <peter1138> Hmm, {BADGE} string command? 08:34:56 *** debdog has joined #openttd 08:35:25 <peter1138> Might be a pain for layouters. 08:36:09 <peter1138> Well. 08:38:29 *** D-HUND has quit IRC 08:43:28 *** keikoz has joined #openttd 09:03:38 *** merni has quit IRC 09:04:19 <andythenorth> does it show the sprite or the string? π 09:11:40 <peter1138> Yeah, that was something I was thinking after. 09:12:03 <peter1138> {BADGE_ICON} and {BADGE_NAME} 09:12:12 <peter1138> {BADGE_NAME} would even be easy. 09:12:33 <peter1138> {BADGE_ICON} less so :) 09:13:18 <peter1138> Needs a way to inject a sprite ID into the string. 09:16:06 <peter1138> Strings are utf-8 internally, so it would need to be valid utf-8 value. There are 2 private use areas but only 65534 IDs in each. 09:19:20 <peter1138> We can break the spec and use a non-utf16 compatible plane, because the layouters need utf-16 internally. (Yeah, we do conversion.) 09:19:32 <peter1138> *We can't break... 09:19:37 <peter1138> FFS. 09:20:24 <andythenorth> injecting arbitrary sprites to strings via badges eh? π 09:20:34 <peter1138> Quite. 09:20:39 <andythenorth> β 09:21:06 <andythenorth> so my nukes GS could have a body count? 09:21:10 <andythenorth> "grim" 09:23:11 <peter1138> If you go with "only inject badge sprites" then encoding a badge id is simpler as there are less of them. 09:23:54 <peter1138> Doesn't the story book have some sprite features? 09:24:38 <peter1138> Ah, I guess only 4 pre-defined sprites that aren't reference by id. 09:24:58 <peter1138> But story book pages are not town/industry extra text. 09:26:15 <andythenorth> the story book is not a thing we talk about π 09:26:32 <andythenorth> some people have been naughty with it 09:26:47 <peter1138> Making admin intefaces? 09:28:53 <andythenorth> and crude debugger 09:28:58 <andythenorth> 'too many strings' 09:31:31 <peter1138> Badges give you a whole new way to add strings... 09:32:19 <peter1138> {BADGE_NAME} could be weird with languages. 09:32:56 <peter1138> I hate it when my CI segfaults :S 09:41:34 <xarick> hi 09:46:35 <xarick> desert-covered rocks next? 09:58:45 <wensimehrp> peter1138: I do have a question for badges in strings though. 09:58:45 <wensimehrp> Currently the game displays cargo icons and some other icons beside text. For example when a vehicle is lost in the vehicle window there would be a triangle warning icon drawn beside the text. For me it would make sense if those icons (and cargo icons) can be accessed via the badge string command. I tried defining a new badge item that uses default graphics though (I think it was 5021 or 09:58:45 <wensimehrp> something? The town rating one) and unfortunately it didn't work. 10:08:21 <andythenorth> we could sub out all the cargo icons to badges? 10:08:37 <andythenorth> I could convert FIRS 5 to that, it's still only beta 10:12:06 <peter1138> Action 3/2/1 chains cannot access sprites outside of the Action 1 spriteset. 10:13:23 <peter1138> Additionally those cargo icons next to text are programmatically displayed as sprites, with the text drawn next to them. They are not drawn as some combined string with icon+text embedded in it. 10:16:26 <peter1138> While automatically creating badges from cargos might be possible, I'm not sure what for. 10:22:01 <peter1138> Hmm, pondering different mastodon servers. 11:09:02 <xarick> no AI can reach 5000 trains * 15 11:09:14 <xarick> still hoping for that day to come 11:28:22 <xarick> oh, aaahogex has japanense comments π 11:28:49 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343907552626212954/image.png?ex=67befaf1&is=67bda971&hm=74c819867ee570c00dd029d234c28d0738369868b3755f8483bb156aee3d4400& 11:28:49 <xarick> is that 11:32:37 <xarick> so, i'm trying to identify why Hog ends up in an infinite loop 11:33:04 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343908622413070356/Unnamed_2063-12-141.png?ex=67befbf0&is=67bdaa70&hm=bc4bab319ddfdae5bce2b44a80f8a1f797accefa16e38530f165c41055fe8ccc& 11:35:28 <peter1138> How does an AI know what cargoes to transport between towns? 11:35:55 <peter1138> Do they built stations near towns and go by the acceptance of the stations. 11:36:03 <peter1138> Or do they perhaps just assuming passengers and mail. 11:36:08 <peter1138> *assume 11:36:27 <xarick> my AI assumed 11:36:51 <xarick> bad idea as it turns out mail might not even exist 11:37:27 <peter1138> Correct. 11:37:45 <peter1138> Houses can produce other cargo types. 11:37:59 <peter1138> But that might be a bit too vague. 11:38:54 <peter1138> Just wondering if there should be a way to list the town production cargoes. 11:39:25 <peter1138> Possibly just a combined list of town_production_cargoes[TPE_PASSENGER] and [TPE_MAIL]. 11:39:40 <peter1138> These are global, not per town. 11:40:05 <peter1138> You can get the specific info from a station though, of course. 11:46:07 <peter1138> Hmm, can script lists be strings? 11:46:27 <peter1138> Eh, can script list items be strings. 11:47:27 <xarick> no, only integer 11:47:41 <xarick> items and value, both integer 11:47:43 <andythenorth> squirrel lists, or the fancy valuatable lists? 11:47:55 <peter1138> I don't know what the difference is. 11:48:39 <andythenorth> squirrel lists are just arrays, with arbitrary contents 11:48:59 <andythenorth> OpenTTD script API has a <AI/GS>List class 11:49:12 <andythenorth> which I am not qualified to explain π 11:50:04 <peter1138> Basically... get an AIEngineList, and filter by badge? 11:50:18 <xarick> I used some kind of wrap to convert GSText 11:50:25 <xarick> so i could save the data 11:51:00 <xarick> ah, not sure what badge is? 11:51:11 <peter1138> Nobody is. 11:51:12 <xarick> a string? 11:51:20 <peter1138> Badge labels are strings. 11:51:37 <peter1138> They have an index internally, but... 11:52:01 <peter1138> Index may change between save/load, so you can't save it. 11:52:16 <peter1138> (Maybe not a massive problem) 11:52:31 <xarick> hmm, there's a function that lets us get the error string 11:52:39 <xarick> GSError.GetLastErrorString 11:53:36 <peter1138> var restaurant = AIBadge::Something("role/restaurant_car"); 11:53:37 <_glx_> Can't put badge in list, but an HasBadge valuator should work 11:54:58 <_glx_> Will put 0/1 as value 11:55:07 <peter1138> Not sure how valuators work internally, but it would want to only look up the badgeid once. 11:55:22 <peter1138> Otherwise it has to search all the badges for name for every item in the list. 11:57:25 <_glx_> The function could do some internal caching, storing both badge string and value, and only lookup if string changes 12:03:28 <xarick> hogai puts the main constructor function in the middle of other functions... strange style 12:03:57 *** efessel has joined #openttd 12:03:57 <efessel> Good morning! Just curious if there's an idea when 15 could release? I was planning some community server infra updates to coincide with the release 12:05:36 <LordAro> "when it's done" 12:05:37 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343916812491817041/image.png?ex=67bf0390&is=67bdb210&hm=816537b898966f3423698d11ca0fcb551ef34869cee43e112668587aec49f9d4& 12:05:37 <xarick> funny 12:05:40 <LordAro> "probably April" 12:05:48 <xarick> does this answer peter's question 12:06:02 <efessel> LordAro - probably april is perfect thanks 12:06:20 <peter1138> No. 12:07:47 <xarick> `dayLengthFactor = "GetDayLengthFactor" in AIDate ? AIDate.GetDayLengthFactor() : 1;` this doesn't exist... 12:07:59 <peter1138> Probably JGRPP 12:08:10 <xarick> oh, interesting 12:09:03 *** tokai|noir has joined #openttd 12:09:03 *** ChanServ sets mode: +v tokai|noir 12:13:35 *** tokai has quit IRC 12:13:37 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13658: Codefix b2c5712: [Script] Squirrel::GetRealInstance doesn't work with negative index https://github.com/OpenTTD/OpenTTD/pull/13658 12:15:22 <peter1138> H 12:15:24 <peter1138> Hmm. 12:15:50 <peter1138> What about... separate window for user badge configuration. 12:24:38 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343921600944279633/image.png?ex=67bf0806&is=67bdb686&hm=ed41257ff00427557053c035f5bd310d5d91972f60992da5cb20a24ff6940c21& 12:24:38 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343921601174962266/image.png?ex=67bf0806&is=67bdb686&hm=2515487816251974115e308eb0370cba241c854b6e3a5adb342b7ce07b5d4dc7& 12:24:38 <xarick> lol 12:24:50 <xarick> he knew already what could happen, and still commented it out 12:36:57 * peter1138 closes an issue again. 12:39:50 *** tokai|noir has quit IRC 12:44:00 *** tokai has joined #openttd 12:44:00 *** ChanServ sets mode: +v tokai 12:57:21 *** pickpacket has quit IRC 13:00:41 *** tokai has quit IRC 13:05:34 *** tokai has joined #openttd 13:05:34 *** ChanServ sets mode: +v tokai 13:12:27 <xarick> hmm 13:12:50 <xarick> testing 13556 again 13:13:07 <xarick> sort order is still incorrect 13:24:22 *** tokai has quit IRC 13:25:33 <Artea> found sorta a glitch 13:26:20 <Artea> I made bus and mail trucks in "January" yesterday 13:26:26 <Artea> and now connected 13:26:45 <Artea> and did 4 new ones and they were considered #1 to #4 13:27:21 <Artea> on "my info" says 7 road vehicles 13:27:34 <Artea> and just found #10 from yesterday 13:27:44 *** tokai has joined #openttd 13:27:44 *** ChanServ sets mode: +v tokai 13:29:12 <Artea> some vanish 13:29:16 <Artea> but not all 13:30:24 <peter1138> Have you consider using the vehicle list, instead of having to "find" vehicles? 13:30:50 <Artea> I'm figuring out what I need to check 13:31:22 <peter1138> Depends what you think your problem is. 13:31:48 <peter1138> Sounds like you are suggesting that vehicles are vanishing, but you haven't really said as much. 13:31:50 <Artea> hard to understand what happened in 14h 13:32:08 <Artea> finding odd 13:32:18 <Artea> why is #1 and #10 active 13:32:26 <Artea> and not others 13:32:43 <Artea> and when I made new ones got #1 instead of continuing 13:33:02 <peter1138> Unit numbers start at the first unused number. 13:33:17 <Artea> http://twitch.artea.pt 13:33:20 <Artea> check it for yourself 13:33:24 <Artea> there is 2 #1 13:34:00 <Artea> or not, but still, is because they had accidents or not renewed ? 13:34:42 <peter1138> What is the problem? 13:34:55 <Artea> nothing 13:35:02 <Artea> perhaps they had some crash 13:35:49 <peter1138> Road vehicles can be crashed by trains on level crossings, by flooding (rare without user interaction), or by the small UFO disaster. 13:36:55 <peter1138> But presumably you remember who many you built in the first place... 13:37:03 <Artea> roads don't cross the rails 13:37:21 <Artea> I only did 1 train to city to city 13:37:39 <Artea> and a 2 or 3 bus / mail truck to do small paths 13:38:05 <Artea> coal to power plant had 2 13:38:21 <Artea> which the time didn't had city around it 13:39:37 <DorpsGek> [OpenTTD/OpenTTD] KogentaSan left a comment on commit: Update: Translations from eints https://github.com/OpenTTD/OpenTTD/commit/02a1f59a6c144aeb2ab95b39615244a64f1b6096#r152976989 13:43:57 *** pickpacket has joined #openttd 13:45:46 <Artea> not sure what happened but to me is very odd 13:45:54 <Artea> a total new to me 13:54:19 <Artea> oh well, not that big of deal 13:54:29 <Artea> Thanks anyway for inform me, peter1138 14:25:23 *** kuka_lie has joined #openttd 14:30:26 <peter1138> Hmm, just found a Celeron on the floor. As you do. 14:32:36 <Rubidium_> that'd be the tier I would expect to be on the floor 14:33:34 <xarick> how do i see what's in the stack 14:33:49 <xarick> 13556 14:34:04 <xarick> something's not saving 14:35:02 <xarick> i mean, it seems it's saving it, but apparently it is either overwritten, or forgotten, I can't quite tell 14:35:11 <xarick> some step might be missing 14:35:32 <xarick> the sorter type 14:37:28 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343955026736975934/image.png?ex=67bf2727&is=67bdd5a7&hm=426a067bd873123039582660c1a2a60d31b534046160b26b0e4f7adfc0c8448c& 14:37:28 <xarick> sorter_type is 0, seems to behave as key 14:37:55 <xarick> then there's also another 0 in the actual list as key 14:38:14 <xarick> is it overwritting? 14:41:28 <_glx_> Oh could be the issue indeed 14:41:45 <_glx_> I'll do it differently 14:42:43 <_glx_> Maybe enclosing in an array, or invert so the key is a bool 14:42:53 <_glx_> But array feels cleaner 14:46:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2641358276 14:52:25 *** Heiki has quit IRC 15:00:15 *** soylent_cow[m] has quit IRC 15:38:19 *** Flygon has quit IRC 15:50:20 *** nielsm has joined #openttd 16:26:01 *** HerzogDeXtEr has joined #openttd 16:34:27 <xarick> sad... <https://www.youtube.com/watch?v=u64HYDB-LG0> 17:30:48 <andythenorth> was it lunch? 17:35:27 <Rubidium_> yes, it has been 17:55:50 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344004949985722378/image.png?ex=67bf55a6&is=67be0426&hm=6b5e40d97de1adc1e4dbeefab48adf86d2d201fa509c35568b4424942b3feba7& 17:55:50 <xarick> trains only 17:56:02 <xarick> but it's not 5000 17:56:25 <truebrain> iek, a _ is chasing Rubidium around. Scary. 18:11:51 <xarick> I don't know wether AAAHogEx infinite loop is actually infinite 18:12:20 <xarick> or if it actually had so many route plans it reached the limit of squirrel 18:12:48 <xarick> I don't know how this AI works 18:13:36 <xarick> maybe it doesn't understand ECS completely? I dunno, it was a bad idea of me to test ECS 18:13:52 <peter1138> Nobody understands ECS. 18:15:01 <_glx_> acceptance "randomly" changes with ECS 18:15:27 <xarick> "Search routePlan to meet the demand for the srcPlace recursivly." 18:15:39 <xarick> so it's recursively... 18:16:40 <xarick> I see hints about "Circular reference" 18:17:33 <xarick> anyway, the faulty function is somewhere around `DoRoutePlan` 18:47:02 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556 18:47:18 <_glx_> now sort type and order should be correct 18:58:39 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344020757037977680/image.png?ex=67bf645f&is=67be12df&hm=75e3e5f7d574cacc44f1cef06b0e4d24e7e8d6fec68ed82518457362c43ecb34& 18:58:39 <xarick> what can I make of this? 18:59:21 <xarick> so there's two ways for it to get stuck in the loop 18:59:28 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642133400 19:07:09 <peter1138> Hmm, I need a per-tile type function. Should I make a big switch, or should I add it to TileTypeProcs? 19:12:30 <andythenorth> is your branched named '1kb-persistent-storage-per-tile-yolo'? 19:19:18 <Rubidium_> how tile specific is it? 19:21:46 <peter1138> One each for rail, road, town, station, industry, tunnel/bridge and objects. 19:28:56 <peter1138> Hm. 19:35:35 *** tokai|noir has joined #openttd 19:35:35 *** ChanServ sets mode: +v tokai|noir 19:36:38 <peter1138> Hmm, giant switch avoids need for doxygen :p 19:41:51 <talltyler> Until CodeQL complains π 19:42:32 *** tokai has quit IRC 19:43:16 <andythenorth> what could we replace Squirrel 2 with? 19:43:23 <andythenorth> ~everyone seems to be Lua? 19:48:39 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13594: Add: Variable to test how many vehicles in a chain contain a specific badge. https://github.com/OpenTTD/OpenTTD/pull/13594#pullrequestreview-2642286847 19:49:08 <peter1138> talltyler, true :D 19:53:19 <peter1138> How much work is it to set a temp register? 19:54:45 *** Wolf01 has joined #openttd 19:54:46 <peter1138> And does NML have enough brains to not repeatedly set a temp register to the same thing... 20:15:40 <frosch123> andythenorth: SPy compiles to wasm 20:16:25 <andythenorth> this one? https://github.com/spylang/spy 20:17:27 <frosch123> Yes, though it's not production ready yet 20:17:37 <andythenorth> ideal 20:17:41 <andythenorth> neither is squirrel 2 π 20:18:25 <frosch123> There is an example folder to look at 20:18:47 <peter1138> Compiling it wasm is not very useful at the moment. 20:18:52 <peter1138> -it+to 20:21:37 <andythenorth> what would be the most interesting thing to do? π 20:23:32 <frosch123> Dinner? 20:25:31 <truebrain> frosch123: https://github.com/spylang/spy/blob/main/examples/hello.spy#L1 20:25:31 <truebrain> Am I the only one that is a bit scared about that `#!`? That `!` feels out of place π 20:26:47 <frosch123> Probably emacs crap 20:27:08 <truebrain> without the `!` I know it 20:27:11 <truebrain> but now it is a shebang 20:27:11 <truebrain> weird 20:28:01 <truebrain> lol, other files have it without `!` 20:28:06 <truebrain> okay, going to do something else now π 20:30:19 *** Wormnest has joined #openttd 20:34:50 <peter1138> So should I have a feature include or a feature exclude? 20:35:02 <peter1138> Or neither, I suppose... 20:35:29 <peter1138> Context, a variable to test if the tile at dx,dy contains a specific badge. 20:35:57 <peter1138> House tile. Industry tile. Who knows, most likely the NewGRF does not. 20:37:28 <peter1138> I could limit it so that house tiles can only test for badges of houses... 20:38:29 <talltyler> I can see a usecase for houses querying industries, like a mansion could ask βis this too polluting for me to spawn near?β 20:38:32 <frosch123> Fences could check for residential/commercial/industrial tiles 20:40:14 <peter1138> Yes... but I'm not side-questing on to implementing NewGRF fences yet :) 20:40:28 <peter1138> talltyler, exactly. 20:43:13 <peter1138> If it's include, then everyone using the variable needs to set a specific set of features they care about. Not too bad. 20:43:23 <peter1138> If it's exclude, then if they don't it just tests everything. 20:43:55 <peter1138> Include might be better for performance as then it won't be needlessly checking the badges on a station, for instance... 20:44:59 <peter1138> Always restricting to specific features means we limit cross-"communication", potentially obstructing ideas. 20:45:25 <peter1138> I have not added this variable to vehicles ;D 20:46:52 <peter1138> (Could be funny though.) 20:53:22 <frosch123> Trains testing for railtype badge? 20:53:30 <andythenorth> snowploughs that plough snow 20:53:52 <peter1138> :o 20:54:17 <frosch123> Tiles with "snowy" badge? 20:55:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13594: Add: Variable to test how many vehicles in a chain contain a specific badge. https://github.com/OpenTTD/OpenTTD/pull/13594 21:02:32 <xarick> nice, it's working! 21:02:41 <xarick> #13556 21:03:44 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344052234522198118/image.png?ex=67bf81af&is=67be302f&hm=71ce307c35a57fc495e5f6025433473669e86295cca47d8565f23489c772f94e& 21:03:44 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1344052234777788436/image.png?ex=67bf81b0&is=67be3030&hm=350cb9e512ffe4d12bd7a182155cf0af55c50c5f324e6f1220c087e45de6eaac& 21:04:59 *** kuka_lie has quit IRC 21:06:19 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #13660: Cleanup: [Script] Remove some dead code https://github.com/OpenTTD/OpenTTD/pull/13660 21:07:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13661: Add: Variable to test for a badge on a nearby tile. https://github.com/OpenTTD/OpenTTD/pull/13661 21:08:44 <peter1138> Getting drafty in there. 21:14:51 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642476214 21:52:07 *** Wolf01 has quit IRC 21:52:51 *** nielsm has quit IRC 21:54:49 <xarick> some this-> missing in ai_gui, game_gui and script_gui 22:05:55 <DorpsGek> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642476214 22:05:58 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556 22:08:06 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#issuecomment-2683404705 22:08:32 <peter1138> Hmm. 22:11:24 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13662: Codechange: Use parameterised GetString() for goal, league and story windows. https://github.com/OpenTTD/OpenTTD/pull/13662 22:14:40 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2642588144 22:17:12 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556 22:22:15 <xarick> glx, have you crash tested the loading part? 22:23:02 <xarick> actually trigger a throw/catch 22:27:39 <_glx_> I tested with a GS, it saves 2 tables 22:29:03 <_glx_> it properly failed to load data from previous format 22:30:56 <_glx_> are you trying to load a save from a previous version of the PR ? 22:35:59 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1344075448841142382/image.png?ex=67bf974e&is=67be45ce&hm=a6056fa7e11e9f87634ee76ebeb0e428b8e7ed328a155d2b42be3ee99a9e3f74& 22:35:59 <peter1138[d]> Something tells me I need reinforcements... 22:36:36 <_glx_> if so it's expected to get `Loading failed: Failed to load '[AI/GS][Tile]List'` 22:42:29 *** keikoz has quit IRC 22:47:50 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556 22:54:14 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #13662: Codechange: Use parameterised GetString() for goal, league and story windows. https://github.com/OpenTTD/OpenTTD/pull/13662#pullrequestreview-2642646091 22:55:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13662: Codechange: Use parameterised GetString() for goal, league and story windows. https://github.com/OpenTTD/OpenTTD/pull/13662 22:55:28 <peter1138> Oof, didn't realise it was that recent. 22:56:37 *** reldred has quit IRC 22:58:53 *** HerzogDeXtEr has quit IRC 23:00:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13640: Codechange: remove C-style memory management from pools https://github.com/OpenTTD/OpenTTD/pull/13640#issuecomment-2683483249 23:09:53 <peter1138> Hmm, the script metadata strings GetName(), GetShortName() etc... they are only raw strings, right? 23:10:04 <peter1138> Or are they GSText? 23:10:33 <frosch123> Yes, raw 23:11:00 <frosch123> There is no AIText after all 23:11:02 <peter1138> Wondering if we ever/ever need to StrMakeValid() them. 23:11:09 <peter1138> Hmm, fair. 23:12:03 <frosch123> They are used in openttd.cfg, so newline etc would cause trouble 23:13:23 <frosch123> Is "ini config injection" a popular exploit? 23:14:55 <_glx_> there's some validation about GetShortName length (needs to be 4) 23:18:46 <peter1138> Basically it means I can pass them directly to DrawString(..., x) instead of via GetString(STR_JUST_RAW_STRING, x) 23:21:41 <_glx_> oh `Squirrel::CallStringMethod` does ` *res = StrMakeValid(ObjectToString(&ret));` 23:21:46 <_glx_> so you're safe 23:31:23 <xarick> I'm off to bed 23:31:47 <xarick> someone wishing to do a pr with this?<https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:ai/gs/script-missing-this--> 23:31:51 <xarick> go ahead 23:44:47 <peter1138> Urgh. String consumption. 23:54:14 *** Wormnest has quit IRC